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Author Topic: Schijndel (6/8)  (Read 16566 times)
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11034



« Reply #30 on: June 18, 2009, 07:23:09 am »

Generally, if people are mentioning both opening up the dense, or closing up the open - youve got balance juuuuust right Wink
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Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
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Why don't you collect up your love beads and potpourri and find something constructive to do.
Baine Offline
Steven Spielberg
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Posts: 3729


« Reply #31 on: June 18, 2009, 07:42:33 am »

Yeah! Stay as it is!
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VERTIGGO Offline
EIR Artwork
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Posts: 392



« Reply #32 on: June 18, 2009, 07:56:57 am »

I loved the map! I've played 2 or 3 times, and I think the hedges work well, since they give some cover and allow for flanking, but don't create Somme style deadlocks. I agree maybe a bigger farm to fight over on the left somewhere, but I like the disparity of open and closed areas. I also like the "clean" village atmosphere as opposed to the battered battlefields of most maps. Holland is quite refreshing.
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TOV units = intentionally OP marketing gimmicks
spinn72 Offline
EIR Veteran
Posts: 1810



« Reply #33 on: June 18, 2009, 08:07:48 am »

After playing this twice, i must say this:

It's a great map to play on.  Very cool and very abberville like too.  It only needs 2 things:

1.  to make it 6p/8p (so you can 4v4 it, no changes needed for the 4v4 version).  This was in my previous post
2. To Add a couple more buildings to the left side and just balance things out a little.  Right now the north side gets as much action as the south part of Linden, if it had a couple of buildings or even 1 Church/Massive building of some strategic importance then it would make the map much more fun.

The fact is that the map is much like Mcgehans war in that you can destroy pretty much the entire map since it is hedges (and panthers roam free), which will solve the constriced problem if players can make use of hedge destroying for this.  All defenders love a constricted defense and all attackers hate it, they would much prefer an open field.  That's why you're getting complaints.

i can see this as a main map, interchangable with Abberville mostly, as well as Hofferstuagen (whatever its called) and the other medium-large 6p maps.
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Glaza Offline
EIR Recruit
Posts: 10


« Reply #34 on: June 18, 2009, 08:12:53 am »

Aye, I played the map once, and it was good fun!
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Draken Offline
Chess master
EIR Veteran
Posts: 1848



« Reply #35 on: June 18, 2009, 08:22:04 am »

Quote
make it 6p/8p (so you can 4v4 it, no changes needed for the 4v4 version)

It could be one of the best 4v4s maps, it takes around 1.5 minute to arrive on foot to the middle of the map.
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GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #36 on: June 18, 2009, 08:27:07 am »

So, how about adding a building to the farm, which would give a strong point closer to the north side, and putting a tree clump in the left-middle area, built into the hedgerow for permanent shot blocking cover.  

Good point that the hedges can all get crushed eventually, I should have considered that -- I think these two small additions might be just enough.  I certainly don't want to overdo it and end up with not enough open areas.  Balancing acts always go too far one way and then too far the other which ruins it.

And yes, I'll add two more spawn points for 4v4, but it's meant to be a 3v3 so I don't want to try to balance it for 4v4 if it turns out bad for that in some way.

« Last Edit: June 18, 2009, 08:31:54 am by GarnierMcGarvey » Logged

Unkn0wn Offline
Retired
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Posts: 18125


« Reply #37 on: June 18, 2009, 08:57:07 am »

What map size is it anyway? Just curious.
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GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #38 on: June 18, 2009, 08:58:45 am »

This big:
Abbeville (my 3vs3 map) is 608x384 in playable size.

 Grin
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Unkn0wn Offline
Retired
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Posts: 18125


« Reply #39 on: June 18, 2009, 09:25:46 am »

It's odd then that people conceive it as 'too big', probably has to do with the large amounts of open space making it feel bigger than say Abbeville. Also I would still consider damaging a few of those buildings in the center up, that will also help in making it feel less 'restricted'.
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GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #40 on: June 18, 2009, 09:57:21 am »

Wait, wasn't the problem that it's not restricted enough?   Undecided
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brn4meplz Offline
Misinformation Officer
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Posts: 6975


« Reply #41 on: June 18, 2009, 10:48:55 am »

Really abbeville is that big? shit my map base is half that size and it's a 3v3... maybe i should re-evaluate?
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He thinks Tactics is a breath mint

Wow I think that was the nicest thing brn ever posted!  Tongue

the pussy of a prostitute is not tight enough for destroy a condom Wink
VERTIGGO Offline
EIR Artwork
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Posts: 392



« Reply #42 on: June 18, 2009, 11:11:39 am »

I think adding some to the farm up north is enough as far as "constriction" and "too big" and I don't think I've seen many maps smaller than this in EIR; they mostly seem like "big" maps.
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jackmccrack Offline
EIR Veteran
Posts: 2468



« Reply #43 on: June 18, 2009, 12:05:46 pm »

Great map, loved it.
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Let's talk about PIATs in a car.
Pak88mm Offline
EIR Member
Posts: 423


« Reply #44 on: June 18, 2009, 01:37:38 pm »

good map dont fucking touch much on it. size is great it can be a small 8p. People are so fucking used to ducks narrow hallway maps this is a godsend.
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Exactly.

There is only so many times you can slaughter Lt Apollo, Rocksitter, and Alwaysloseguy24 before you get bored and fall asleep.

-GamesGuy-

Most Hated player in EiR....Pak88Mm
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